Support Summoner Spell Concepts
This is just something I want to do for fun creating creative summoner spells, also I notice supports lack summoner spell options (Exhaust, Exhaust, or Exhaust) and no, Ignite is not actually a support spell, but this occurs because we lack summoner spells so there are no choices you CAN make.
Marksmen: Heal because you are in a duo-lane and movement speed to re-position. You can also take Cleanse if you are against a bunch of crowd control. Top: Can take Ghost, Teleport, or Ignite depending on what they want to do in the game and what they are against. Middle: Can take Barrier, Exhaust, Heal, Teleport, Ghost, or Cleanse - offering the largest amount of choices based on who you are, who you are against, and what you want to do in the game. Jungle: Might just be Smite, but the other spell can have options based on who you are, but Smite has choices like Chilling Smite for some more damage and slow or Challenging Smite for those looking for kills.
Below are just fun ideas. I want you to participate as well to help improve this post! Give feedback of exactly what you like and do not like, not saying anything does not help the post to improve in the future, and give your own ideas of things you like to see as well!
NOTE: All numbers with a dash " - " between the two numbers is the value between level 1 and level 18.
Enchant: Cooldown: 150 seconds; Range: 700 units Enchant all nearby allied champions for 5 seconds, granting them 10 - 40 bonus true damage to their attacks and damaging abilities, and 40% bonus attack speed and reduces their base cooldowns by 20%.
Gain 50% of these bonuses for yourself for every allied champion enchanted for 5 seconds.
Flare: Cooldown: 180 - 30 seconds; Range: Global / 1000 / 600 units Create a flare at the target location for 5 seconds, revealing the area around it. After 5 seconds the flare explodes, dealing 20% of struck enemy champion's maximum health as true damage.
Flare sees into brush and past terrain.
Magical Bolt: Cooldown: 200 seconds; Range: 1000 / 600 units Send a magical bolt to the target allied champion, shielding it for 2 second for 100 - 150 (+100%AP) shield and then bouncing to a nearby enemy champion dealing 60 - 150 (+70%AP) true damage.
If Magical Bolt damages an enemy champion then the cooldown is reduced by 50%.
Sacrificial Healing: Cooldown: 240 seconds; Range: 900 units Create a shell of protection around the target allied champion for 4 seconds, re-directing all damage the target takes to yourself instead. All damage the target deals heals you for 40% - 100% of the damage dealt.
Charge: Cooldown: 40 seconds; Range: 900 units Charge the target allied champion for 5 seconds. Their next attack or ability against an enemy champion deals 20% - 50% increased damage plus 30 true damage. Your next ability against the target is 20% - 50% more effective and causes a healing spell to ignore grievous wounds.
Storm: Cooldown: 180 seconds; Range: 600 units Gain 50% bonus movement speed if at least one allied champion is within the storm and you are moving towards a visible enemy champion. All allies in the storm gain 50% bonus movement speed. This storm lasts for 4 seconds.
After 4 seconds, the storm strikes down lightning, stunning struck enemies for 1.5 seconds.
Siege: Cooldown: 180 - 30 seconds; Range: 900 units Grant the target allied champion an artillery cannon to hold for their next 3 basic attacks, replacing their normal basic attacks in the process. This artillery cannon grants the user 900 attack range and deals their damage as 120% true damage or 50% true damage against non-structures.
Artillery Cannon attacks cannot critically strike, apply on-hit effects, apply champion effects, or apply life steal.
Champion Teleport: Cooldown: 300 seconds; Range: Global Target an allied champion and channel in place for 4 seconds. If the channel completes then teleport to the target allied champion.
Stop and Haste: Cooldown: 150 seconds Your crowd control durations are increased by 10% - 25% for the next 5 seconds. Additionally, your movement speed buffs and durations are increased by 20% - 50% for the same duration.
Cloak: Cooldown: 120 seconds; Range: 900 units Make the target allied champion invisible for 4 seconds. All friendly champions the target touches turns them invisible for 2.5 seconds one time while the target is still invisible.